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Range:
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Casting Time:
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Range: 0
Components: V, S, M
Duration: 4d6 hrs
Casting Time: 1 turn
Area of Effect: 4d4 sq mi
Saving Throw: None
The control weather spell enables a wizard to change the weather in the local area. The spell affects the weather for 4d6 hours in an area of 4d4 square miles. It requires one turn to cast the spell, and an additional 1d4 turns for the weather conditions to occur. The current weather conditions are decided by the DM, depending on the climate and season. Weather conditions have three components: precipitation, temperature, and wind. The spell can change these conditions according to the following chart.
Precipitation | Temperature | Wind |
CLEAR WEATHER | HOT | CALM |
Very clear | Sweltering heat | Dead calm |
Light clouds or hazy | Warm | Light wind |
PARTLY CLOUDY | WARM | Moderate wind |
Clear weather | Hot | MODERATE WIND |
Cloudy | Cool | Calm |
Mist/light rain | COOL | Strong wind |
small hail | Warm | STRONG WIND |
Sleet/light snow | Cold | Moderate wind |
CLOUDY | COLD | Gale |
Partly cloudy | Cool | GALE |
Deep clouds | Arctic cold | Strong wind |
Fog | Storm | |
Heavy rain/large hail | STORM | |
Driving sleet/heavy snow | Gale | |
Hurricane-typhoon |
The upper-cased headings represent the existing weather conditions. The small heading beneath each large heading are the new conditions to which the caster can change the existing conditions. Furthermore, the caster can control the direction of the wind. For example, a day that is clear and warm with moderate wind can be controlled to become hazy, hot, and calm. Contradictions are not possible-fog and strong wind, for example. Multiple CONTROL WEATHER spells can be used only in succession. The material components for this spell are burning incense and bits of earth and wood mixed in water. Obviously, this spell functions only in areas where there are appropriate climatic conditions.